I still use Left 4 Dead’s “pills here!” any time I’m dealing with medication. It’s an involuntary reflex at this point.
Also not really a line but the intonation of Chadley calling out “Cloud!” when he starts a conversation is seared into my psyche. Kind of like a modern version Navi’s “hey!”
Sticky Combo Points: The gist of it here is that Combo Points now remain after battle, giving combo moves a lot more use overall
This feels like a good change. I always felt like combos didn’t get much use outside of boss fights due to them resetting every battle. I’m not sure this entirely fixes the other problem wherein I almost exclusively used Mending Light, however.
Agreed. There was a fantastic time for mobile games before things went downhill.
I have a strong memory of being in an apple store, finding a display iPad, and becoming enraptured by Plants vs Zombies. I would eventually get my own and put dozens and dozens of hours into the game.
I remember looking at the rows of PC game boxes at the store and being very curious about Myst. But for some reason I never asked my parents for it. I guess maybe since I didn’t really have any idea what it was, it just felt like something out of reach.
I love “artsy puzzle games” now, so I feel like that would have been a pretty cool experience for me way back then!
You got the answer right there, it’s cross play. When you have child in the family who wants to play Minecraft on their iPad, and a parent who would like to join in on their Mac, you just can’t do it. And that stinks.
It also feels like relatively low-hanging fruit from a development perspective.
Agreeing with all these comments. The game started off really strong in my opinion, but it falls flat very hard after a certain point. Both from a writing perspective and in the combat variety.
The interrupts were interesting to me because I hadn’t seen a mechanic quite like that before. But I suppose it’s true that once you see an enemy charging up there is essentially just one “correct” choice to make, which limits what choices you actually have and puts you on a rail.
I don’t know what game first came up with it, but Super Mario RPG was the first time I saw timed hits for attack and defense in a JRPG. While the mechanic isn’t exactly ubiquitous it has popped up in a handful of other games over the years and it always reminds me of that game.